[created by: Kuseru Satsujin (AtB Forum @ Palladium Books); posted with permission]
Revised Background Table for After the Bomb use with Ninjas & Superspies
01-15% Feral Background
16-20% Freed Slave
21-25% Martial Monk
Some mutants are trained by secret societies and religious orders dedicated to the study of unarmed combat or specialty combat. They are forbidden to reveal the secrets of their combat moves and will practice most of their moves privately. Sometimes wandering individuals and small groups of these martial monks can be found performing tasks for their organization.26-40% Raised on the Frontier
Apprenticeship: Martial Monk (NEW!)
Primary Skills: Wilderness Survival, along with another four Domestic Skills, three Physical Skills, one Military Skill , two Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, as well as one good quality martial weapon of choice and one other ancient weapon.
Relatives & Connections: The character has a 5% chance of recognizing another member from the same organization or a known opposing organization.
41-50% Villagers & Townies
51-60% Border Area Character
61-63% Professional Military/Mercenary
Like the Elite Militia, mutant animals with professional military training are highly trained militarily. While some of these characters are trained by nations with standing armies (unlike the Militia levies of Cardania and many other nations). Occasionally groups of these mutants will band together to form mercenary units who work for whomever pays them.64-70% Elite Militia
Apprenticeship: Professional Military (NEW!)
Primary Skills: Hand to Hand Expert, Climbing, Wilderness Survival, Land Navigation, W.P. Pistol, W.P. Auto & Semi-Automatic Rifles, and W.P. Sub-Machinegun.
Secondary Skills: Select any seven.
Special Bonuses: +1D4 to P.S., +1 P.E., +2D4 to Spd, and +18 to S.D.C.
Money: 100 bucks.
Equipment: Fatigues, dress uniform, combat boots, and standard military gear (canteen, backpack, etc.). A helmet and flak jacket that
provide A.R. 11 and S.D.C. 80 as well as a pocket knife, assault rifle and pistol. Also receives one ancient weapon of choice.
Relatives & Connections: The character has a 5% chance of recognizing an old buddy in any mutant animal military unit.
71-73% Gatorland Ninja Operative/Independent Ninja Back Ground
Many mutants in Gatorland, as well as small schools throughout the rest of the known world, are taught the ancient art of Ninjitsu, and taught how to act like the famed ninja from before the Crash. These characters tend to be highly trained in the arts of stealth, combat, and guerilla warfare. Gatorland Ninja Operatives are recruited and trained by the Teenage Mutant Ninja Turtles, err, Gang of Four, to perform a variety of tasks for the Gatorland government (such as it is). Independent Ninja are often found alone or in small groups trained by sensei who have mastered the art.74-80% Guerilla Warrior
Apprenticeship: Ninja Operative (NEW!)
Primary Skills: Wilderness Survival, Demolitions, and Demolitions Disposal, along with another four Military Skills, two Physical Skills, three Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +2 P.P., +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, as well as one good quality ninja weapon of choice and one other ancient weapon.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei's other students, and with a few rogues or locals from their homeland.
81-83% Espionage Agent
With tense relations between many nations, particularly the Empire of Humanity and it's mutant neighbors, many countries employ small, elite groups of espionage agents used to scout out and gather information on their neighboring countries and look out for dangerous groups moving near their home nation.84-87% Raised by Bandits
Apprenticeship: Espionage Agent (NEW!)
Primary Skills: Wilderness Survival, Prowl, Demolitions, and Demolitions Disposal, along with another four Military Skills and four Rogue Skills.
Secondary Skills: Select any six.
Special Bonuses: +1 P.P., +1 P.S., +1 P.E., +3 to Spd, and +5 to S.D.C.
Money: 2D6 times 100 bucks.
Equipment: Full set of clothing and traveling equipment with one firearm an two ancient weapons.
Relatives & Connections: Part of a secret network of espionage agents working for one nation or another.
88-90% Professional Thief
These mutants are the urban version of Bandits and commit crimes among the many mutant animal communities. They are often after personal gain rather than anything else, though there are a few who either steal for the fun of it or to support their families and friends.91-98% One of the Academic Underground
Apprenticeship: Professional Thief (NEW!)
Primary Skills: Literacy, Basic Mathematics, four Rogue Skills, two Scientific & Scholastic Skills, three Weapon Proficiencies, one Pilot Skill and one Domestic Skill.
Secondary Skills: Select any seven.
Special Bonuses: +1 P.P., +1 to M.A. and +1 to M.E.
Money: 2D6 times 1000 bucks.
Equipment: The character is well equipped with clothing, traveling equipment, thieves tools (usually lock picks and a few other odds and ends) as well as two weapons.
Relatives & Connections: Since these characters tend to move from town to town a lot, there's a 3% chance of running into someone who knows them in any village or town.
99-00% Gizmoteer
Often part of the Academic Underground, these mutants have found a natural knack or particular aptitude for one particular discipline. These characters delight in taking things apart, figuring out how they work, and rebuilding them into wild and wonderful gizmos.
Apprenticeship: Gizmoteer (NEW!)
Primary Skills: Select any six Scientific & Scholastic Skills, and four Technical Skills.
Secondary Skills: Select any six.
Special Bonuses: +2 to I.Q, +1 P.P., and +1 to M.E.
Money: 1D4+1 times 1000 bucks.
Equipment: Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick four specialty topics). Also has a decent selection of tools and parts.
Relatives & Connections: May or may not be part of the secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance. If not, has a 10% chance of recognizing a member who is.
Martial Monk Apprenticeship
Base "Hand to Hand Skill": Select one martial art from among the following; Aikido, Mein-Ch'uan Kung Fu, Bok Pai Kung Fu, Choy Li Fut Kung Fu, Lee Kwan Choo, Li Chia Kung Fu, Pao Pat Mei, Sankukai Karate, Taido, Tai Chi Ch'uan, Te, and Zanji Shinjinken Ryu.
Main Skill: As per martial art style selected above.
Core Skills: All skills from the martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
Ninja Operative Apprenticeship
For at least eight years the character has trained under a ninja sensei in the ways of Ninjitsu. The character has learned how to use the weapons, equipment, and methods of a ninja. They are skilled at silently performing any number of missions, ranging from simple scouting and intelligence gathering to more complex subterfuges and sabotage. Many ninja use their skills to perform assassinations. A ninja works from the shadows, and no one may know their true identity, consequently, any ninja who operates openly as a ninja, continually goes masked and disguised, so no one will know their true identity. Other ninja, more adept at concealing themselves, will opt for simple disguises, often appearing as simple farmers, craftsmen, warriors, bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including operating trade missions, embassies, acting as the military and administrative officers of Gatorland, and keeping tabs on Gatorland's neighbors (and more importantly any threats to Gatorland). These ninja primarily concentrate on the military and spying aspects of Ninjitsu training. The Gang of Four often employs single operatives and small, commando-style groups as mercenaries, lent out through black market channels to act as bodyguards, scouts, and explorers (and it is rumored, assassins and enforcers) throughout the known world.
Independent Ninja are often trained by sensei in solitary schools that may be found anywhere from remote wilderness locations, to small villages or even hidden among a burgeoning metropolis. Ninja trained in this manner are often independents who act in a variety of ways, typically traveling the land like the Japanese Ronin of old. Occasionally, gangs of these ninja may join together, either for increased opportunities for power (through theft, looting, assassinations, or simply selling the services of the group to the highest bidder) or for protection (of themselves, their sensei, or a group or community).
Base "Hand to Hand Ninjitsu Skill": In the case of combinations of After the Bomb with Ninjas & Superspies, Gatorland Ninja Operatives receive the Ninjitsu martial art style.
Main Skill: Hand to Hand Ninjitsu
Core Skills: All skills from Ninjitusu martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
A list of Ninja Weapons and Equipment:
Descriptions can be found in TMTN&OS, N&S, Rifts: Japan, and Rifts GMG.
Weapons (applicable W.P.(s) listed in parenthesis)Equipment
- Aikuchi/Tanto (Knife) Damage: 1D6; Cost: 30 bucks
- Bisento (Polearm) Damage: 3D6+4; Cost: 300 bucks
- Blow Gun (Targeting) Damage: 1D4, may be coated with poisons or drugs; Cost: 15 bucks
- Bokken (Blunt or Sword) Damage: 2D4; Cost: 30 bucks
- Daisho (Paired) see Katana and Wakizashi
- Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4; Cost: 120 bucks.
- Jitte (Forked) Damage: 1D6; Cost: 60 bucks
- Katana (Sword) Damage: 2D6 or 3D6 for a high quality sword; Cost: 200 bucks for a normal Katana, 1000 bucks higher for a high quality Katana
- Kawanaga (Grappling Hook) Damage: 1D8; Cost: 10 bucks
- Kusari-Fundo (Chain) Damage: 2D6; Cost: 10 bucks
- Kusari-Gama (Chain and Battle Axe) Damage: 1D10--chain, 1D8--sickle; Cost: 50 bucks
- Kyoketsu-shogi (Chain and Battle Axe) Damage: 1D8--chain, 1D6--blade; Cost: 40 bucks
- Manriki-Gusari (Chain) Damage: 1D8; Cost: 8 bucks
- Naginata (Polearm) Damage: 2D6; Cost: 150 bucks
- Ninja-to (Sword) Damage: 2D4; Cost: 80 bucks
- No-Dachi (Sword) Damage: 3D6+4; Cost: 500 bucks
- Nunchaku (Chain) Damage: 2D4; Cost: 20 bucks
- Sai (Forked) Damage: 1D6; Cost: 65 bucks
- Shinobi-Zue (Staff and Chain) Damage: 1D10 for chain, 2D4 for staff; Cost: 40 bucks
- Shikomi-Zue (Staff or Spear) Damage: 2D6 for spear, 2D4 for staff; Cost: 45 bucks
- Shuriken (Targeting) Damage: 1D4; Cost: 30 to 50 bucks
- Tonfa (Blunt) Damage: 1D6; Cost: 20 bucks
- Wakizashi (Sword) Damage: 2D4 or 2D6 for high quality sword; Cost: 100 bucks for a normal Wakizashi, 1000 or higher for a high quality Wakizashi
- Yari (Spear) Damage: 2D6; Cost: 35 bucks
- Chain Cost: see AtB for costs
- Eggshell Bomb Cost: 5 bucks each
- Ippon-Sugi Nobori Cost: 25 bucks
- Ninja Boots Cost: 10 bucks
- Ninja Caltrops (Tetsubishi) 1 point of damage, possible poison; Cost: 5 bits, for materials and/or tools, each
- Ninja Climbing Claws (Foot/Ashiko) Cost: 45 bucks/pair
- Ninja Climbing Claws (Hand/Shuko) Cost: 55 bucks/pair
- Ninja Emergency Kit Cost: 120 bucks
- Ninja Hang Glider (HitoWashi) Cost: 250 bucks
- Ninja Socks (Tabi) Cost: 2 bits/pr
- Ninja Suit (Shinobi Shozoku) Cost: 10 bucks
- Rope Cost: see AtB
- Rope Ladder Cost: x1.5 cost of normal rope, see AtB
Professional Military/Mercenary Apprenticeship
Main Skills: Select one Military Skill program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Military Skill programs from Ninjas & Superspies.
Espionage Agent Apprenticeship
Main Skill: Select one Espionage Skill Program (excluding the Professional Thief Skill Program) from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Espionage Skill Programs from Ninjas & Superspies.
Professional Thief Apprenticeship
Main Skill: Receives the Professional Thief Skill Program from Ninjas & Superspies with an additional +12% bonus to those skills.
Core Skills: Language (two), Streetwise, W.P. Knife, W.P. Pistol. All get a +10% apprenticeship bonus.
Rogue & Thief Skills: Select six Rogue Skills. All get a +5% apprenticeship bonus.
Gizmoteer Apprenticeship
Main Skill: Select on Gizmoteer Skill Program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Gizmoteer Skill Programs from Ninjas & Superspies.
[Author's Website: Ninjas & Superspies GMs Netbook]
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